Deed Rule Questions and Errata Points (RoB)

By HappyDaze, in Deathwatch Rules Questions

I have a few questions about Deeds. Many are about specific word choices that seem to go against what has been previously printed.

1) Initiate of Secrets (page 75) provides Forbidden Lore (Dark Angels). Is this an error - since no such Lore skill exists - or is it just a limited form of Forbidden Lore (Adeptus Astartes) and/or Forbidden Lore (Traitor Legions)? Regardless, it seems hard to advance (and possibly useless to do so) since both previously mentioned Forbidden Lore skills are on the Dark Angels Chapter Advances.

2) Ritual Duel Fighter (page 77) grants Assault Marines a +1 on the roll, but the highest result grants them Swift Attack which Assault Marines gain for free at character creation. Should they be able to take Lightning Attack instead with the highest result on the table?

3) Crusade Reinforcement (page 79) grants Talented (Forbidden Lore [Tau, Tyranids, or Daemons]). Aside from Daemons, wouldn't Tau and Tyranids both be covered under Forbidden Lore (Xenos)? The specific Lores again appear to be split-hairs that don't occur naturally in the game system.

4) Archeros Salient: The Spectre of Vanity (page 79) grants Forbidden Lore (Witches) and Hatred (Renegade Marines). Is this supposed to be Forbidden Lore (Psykers) and Hatred (Chaos Space Marines)?

5) Battle Damage (page 81) grants an additional armour history selection of choice. Can you select a second history from the same table as one you've randomly rolled?

6) Return to Duty (page 81) grants Forbidden Lore (Deathwatch). Since all characters have this skill at character creation, should it instead be raised to +10?

7) Price of Victory (page 81) grants two best-craftsmanship cybernetic implants. Best is not a craftsmanship level in Deathwatch. Should these be Common, Exceptional, or Master? This Deed doesn't cost any xp (but does cost a FP) so two Exceptional or Master cybernetic implants seems a bit much for a starting PC.

8) Second-in-Command (page 82) grants Command as an Advanced Skill. Command is a Basic Skill, but thanks for the Training.

9) We Are All One (page 85) grants Command as an Advanced Skill. Command is a Basic Skill, but thanks for the Training.

10) Right Gear for the Job (page 85) grants a limited version of Signature Wargear. One of the choices is best-craftsmanship Astartes Scout Armour. Best is not a craftsmanship level in Deathwatch. Should this be Common, Exceptional, or Master level of craftsmanship?

That is a lot of info, thank you for sharing that, and pointing the copy paste errors out, it appears they have not learned from the core rulebook, that copy pasting does not always work out with DW. As for the spli hair Lores, i guess those are not an error in most cases. A lot of split hair lores floats around in the three systems, it just appears that DW has most of them.

You may want to post these to the Rules Questions to get a formal response.

I think the lores are what they are described as, very specific knowledge about a very specific groups. These would be far more detailed areas of lore than what a broad category such as FL: Xenos.

FL Xenos would tell you that there are a lot of aliens out there, Tau, Eldar, Orks, etc., and give you general info about them.

FL: Tau is going to give you specifics about them. Caste structure, weapons, vehicles, etc.

Remember that Renegade Marines and Chaos Marines are not necessarily the same thing.

The craftsmanship wording is an annoyance.

HappyDaze said:

6) Return to Duty (page 81) grants Forbidden Lore (Deathwatch). Since all characters have this skill at character creation, should it instead be raised to +10?

OK, the starting skill granted is Common Lore (Deathwatch). There isn't a Forbidden Lore (Deathwatch) listed in the Skills section. They really seem to love making new Lore skills in RoB.

HappyDaze said:

HappyDaze said:

6) Return to Duty (page 81) grants Forbidden Lore (Deathwatch). Since all characters have this skill at character creation, should it instead be raised to +10?

OK, the starting skill granted is Common Lore (Deathwatch). There isn't a Forbidden Lore (Deathwatch) listed in the Skills section. They really seem to love making new Lore skills in RoB.

To be honest, its a direction I'm personally inclined towards, and have been for a while - skill groups for lore skills and languages are the kind of thing where you can almost get away with just naming the skill group, without necessarily needing a full description.

HappyDaze said:

I have a few questions about Deeds. Many are about specific word choices that seem to go against what has been previously printed.

1) Initiate of Secrets (page 75) provides Forbidden Lore (Dark Angels). Is this an error - since no such Lore skill exists - or is it just a limited form of Forbidden Lore (Adeptus Astartes) and/or Forbidden Lore (Traitor Legions)? Regardless, it seems hard to advance (and possibly useless to do so) since both previously mentioned Forbidden Lore skills are on the Dark Angels Chapter Advances.

2) Ritual Duel Fighter (page 77) grants Assault Marines a +1 on the roll, but the highest result grants them Swift Attack which Assault Marines gain for free at character creation. Should they be able to take Lightning Attack instead with the highest result on the table?

3) Crusade Reinforcement (page 79) grants Talented (Forbidden Lore [Tau, Tyranids, or Daemons]). Aside from Daemons, wouldn't Tau and Tyranids both be covered under Forbidden Lore (Xenos)? The specific Lores again appear to be split-hairs that don't occur naturally in the game system.

4) Archeros Salient: The Spectre of Vanity (page 79) grants Forbidden Lore (Witches) and Hatred (Renegade Marines). Is this supposed to be Forbidden Lore (Psykers) and Hatred (Chaos Space Marines)?

5) Battle Damage (page 81) grants an additional armour history selection of choice. Can you a second history from the same table as one you've randomly rolled?

6) Return to Duty (page 81) grants Forbidden Lore (Deathwatch). Since all characters have this skill at character creation, should it instead be raised to +10?

7) Price of Victory (page 81) grants two best-craftsmanship cybernetic implants. Best is not a craftsmanship level in Deathwatch. Should these be Common, Exceptional, or Master? This Deed doesn't cost any xp (but does cost a FP) so two Exceptional or Master cybernetic implants seems a bit much for a starting PC.

8) Second-in-Command (page 82) grants Command as an Advanced Skill. Command is a Basic Skill, but thanks for the Training.

9) We Are All One (page 85) grants Command as an Advanced Skill. Command is a Basic Skill, but thanks for the Training.

10) Right Gear for the Job (page 85) grants a limited version of Signature Wargear. One of the choices is best-craftsmanship Astartes Scout Armour. Best is not a craftsmanship level in Deathwatch. Should this be Common, Exceptional, or Master level of craftsmanship?

6) See the box on page 59 of the rulebook.

10) I would say that best counts as Master level.

Alex

Straight from the Ross's email:

> Rule Question:
> I have a few questions about Deeds. Many are about specific word choices that seem to go against what has been previously printed.
>
> 1) Initiate of Secrets (page 75) provides Forbidden Lore (Dark Angels). Is this an error - since no such Lore skill exists - or is it just a limited form of Forbidden Lore (Adeptus Astartes) and/or Forbidden Lore (Traitor Legions)? Regardless, it seems hard to advance (and possibly useless to do so) since both previously mentioned Forbidden Lore skills are on the Dark Angels Chapter Advances.

The correct skill should be Forbidden Lore (Adeptus Astartes), although Forbidden Lore (Traitor Legions) would also be appropriate at your GM's discretion.

> 2) Ritual Duel Fighter (page 77) grants Assault Marines a +1 on the roll, but the highest result grants them Swift Attack which Assault Marines gain for free at character creation. Should they be able to take Lightning Attack instead with the highest result on the table?

If the character already possesses Swift Attack, it should grant Lightning Attack instead.

> 3) Crusade Reinforceme nt (page 79) grants Talented (Forbidden Lore [Tau, Tyranids, or Daemons]). Aside from Daemons, wouldn't Tau and Tyranids both be covered under Forbidden Lore (Xenos)? The specific Lores again appear to be split-hairs that don't occur naturally in the game system.

The correct Talents should be Talented (Forbidden Lore: Xenos), or Forbidden Lore (Daemonology).

> 4) Archeros Salient: The Spectre of Vanity (page 79) grants Forbidden Lore (Witches) and Hatred (Renegade Marines). Is this supposed to be Forbidden Lore (Psykers) and Hatred (Chaos Space Marines)?

Yes.

> 5) Battle Damage (page 81) grants an additional armour history selection of choice. Can you a second history from the same table as one you've randomly rolled?

Yes.

> 6) Return to Duty (page 81) grants Forbidden Lore (Deathwatch). Since all characters have this skill at character creation, should it instead be raised to +10?

Yes.

> 7) Price of Victory (page 81) grants two best-craftsmanship cybernetic implants. Best is not a craftsmanship level in Deathwatch. Should these be Common, Exceptional, or Master? This Deed doesn't cost any xp (but does cost a FP) so two Exceptional or Master cybernetic implants seems a bit much for a starting PC.

It should be Master.

> 10) Right Gear for the Job (page 85) grants a limited version of Signature Wargear. One of the choices is best-craftsmanship Astartes Scout Armour. Best is not a craftsmanship level in Deathwatch. Should this be Common, Exceptional, or Master level of craftsmanship?


It should be Master.


Ross Watson
Senior RPG Developer
Fantasy Flight Games
[email protected]

N0-1_H3r3 said:

HappyDaze said:

HappyDaze said:

6) Return to Duty (page 81) grants Forbidden Lore (Deathwatch). Since all characters have this skill at character creation, should it instead be raised to +10?

OK, the starting skill granted is Common Lore (Deathwatch). There isn't a Forbidden Lore (Deathwatch) listed in the Skills section. They really seem to love making new Lore skills in RoB.

To be honest, its a direction I'm personally inclined towards, and have been for a while - skill groups for lore skills and languages are the kind of thing where you can almost get away with just naming the skill group, without necessarily needing a full description.

I'm glad that the answers that Ross provided go the other way. Too many fine splits in the lore skills are a bad thing in my eyes considering how broad some of the other skills are (Drive Ground Vehicle covers everything from bikes to super-heavy tanks).

One of the biggest things in here for me is that Assault Marines now have a reason to want the highest result on Ritual Duel Fighter. For 300 xp (or, for only 100 xp, you'll roll randomly and have a 40% chance of getting it), an Assault Marine can start the game with Lightning Attack. That's pretty **** nice. It makes No Quarter Given less of a no-brainer selection, and having multiple attractive but exclusive choices (you can only have one Deed) is a good thing in my eyes.

Is Ritual Duel Fighter an Assault Marine only deed or anyone can take it ?

Lucius Valerius said:

Is Ritual Duel Fighter an Assault Marine only deed or anyone can take it ?

It's restricted to Dark Angels and Space Wolves, but any specialty can take it. Nice way for a Librarian (or Rune Priest) to start with Swift Attack for 300 xp (the cost if you your result). Assault Marines get a +1 to the 1d5 random roll option (which only costs 100 xp), and since result 5 grants Swift Attack, it becomes Lightning attack for them.

I was hoping for an answer for the quesitons about the Command as my character is the leader of my group....

Command is a Basic Skill. If you get it Trained, it's still a Basic Skill but now you test at full Characteristic. What I pointed out regarding Command were more in the realm of minor errata than questions, so that's why there were no answers to them.